EmmanuelCD has contributed to 1249 posts out of 468431 total posts
(.27%) in 1,538 days (.81 posts per day).
20 Most recent posts:
Quote: --- Original message by: DeadHamster
I can easily import just about any BSP in 3ds max 2010 using Adjutant 4.20
Which versión of 3DS did you used? Did you also used the AMF importers? Cuz old verions of Max don't support those scripts/importers
3DS Max 8, DeadHamster managed to port some New Mombasa bsps to HCE
I didn't use the importers, only the obj format.
Quote: --- Original message by: Josh49
it only imports the vertices of the object so its very strange.
I had the same problem exporting H2 bsps, since I need the urban architecture as a reference
Quote: --- Original message by: lolslayer
I actually quite enjoyed B and D
Wait, Planet Flood D was released?
This looks worse than Planet Flood B, also you should reléase the other planet flood maps you hanging around in your drive
I wil give it a try
Why has nobody reply to this thread yet?
Last time I had that problem I tried this
You can also delete system 32 and install this
Quote: --- Original message by: SBB_Michelle
Models with no mouths do not need anything rigged to the mouth. This goes for any type of missing part of any model.
But my model has a mouth, not this one because I use it as an example
Quote: --- Original message by: MatthewDratt
all mouth data does is open and close the mouth if it can. If you compile a sound, set it to dialog, then recompile it it will have mouth data.
But how? How do you know which vertex's apply to the mouth?
Quote: --- Original message by: the concerned thros
My god so much brown trash stupidity I can't handle it anymore.
Edited by EmmanuelCD on Nov 8, 2018 at 12:04 PM
I usually post a thread with a Mega link since bu1l5hit conecctions in MX are ugly and only Mega Works fine
You can also upload them to haloce3.com/
I need information on this topic
-Does mouth data affect the rig?
To make the eyes blink I use the ponytail bone or what?
Because there should be at least 2 diferent bones, one for mouth and another for eyeblinking?
So what do should I do? How do I asign weights to the vertex if theres no mouth bone?
Edited by EmmanuelCD on Nov 7, 2018 at 12:04 PM
It would be nice to list the fixes done since Moses has made diferent versions of his Refined campaign.
Other than that I'm downloading to at least fix that horrible sniper HUD
I will try it tonight and send feedback tomorrow
Quote: --- Original message by: Halo CE Noob Modder117
This modding community needs more than just fresh maps to keep it going.
Edited by Halo CE Noob Modder117 on Oct 8, 2018 at 06:46 PM
We need actually quality maps, and they are hard to produce. I can make a decent map in 24 hours but it may be boring and everybody will only play it only once
Edited by EmmanuelCD on Oct 10, 2018 at 10:14 AM
Quote: --- Original message by: Captain Cook
Do these get updated very often? I'm seeing a lot of the new content being from last year in there, is it an annual thing? Pretty good successor though in the event that we're (hopefully not)
right about HaloMaps never being updated again
It was being updated every month, but yeah Matt doesnt have many time to upload the maps, I have already upload 2 maps and they haven't been posted
Quote: --- Original message by: austen1000
Are enemies to spawn with these betas? The pictures seem to suggest so, but the levels are devoid of AI. Also, it seems that the escape key/pause button does nothing at all, and I have to use the quit command or F4 just to exit. Are these issues known, on top of the Plasma Rifle issue mentioned? Otherwise, looking good so far.
The betas are filled with AI, I just played it yesterday
This is anoying, you are using the third person model in first person and it uses the lowest level of detail and it looks shi7
Also the hud is centered, i'm not sure if its chimera related
Otherwise is fine
I give it 9/10
I'm downloading it right now, Maybe I can make a gamplay
Looks awesome keep it up
You need to import any mesh/geometry in 3ds Max, then use a script to export the mesh to a format that Halo can understand and then compile it for Halo
Heres a tutorial where you can see the process